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Posts must be related to Wild West Online! Oil pumps will appear on the map and factions will start fighting for those.
We want to make our world feels alive, and more important to make sure that players who left the game find something new and different when they come back in a couple months.
Not just by adding new content like new weapons, new quests and events, but by evolving the world itself. Choosing to be either a sheriff or outlaw is one of the choices players will need to make in the game.
What kind of historical research went into development, and can you give us any examples of something cool you learned in doing that research?
We spent around two or three months before we got into the initial design by getting our hands on everything that we could find about the Old West during the late s.
We talked to historians and gun collectors, as well as visited places in California such as Bodie, Calico and Goldfield. All that gave us tons of materials on how people lived back then, what they wear, and why.
I think by now we only have maybe 10 percent of the material that we gathered put into the game. We have much more available that we can put into Wild West Online.
Saloon girls over time amassed riches that allowed them not only to buy nearby land, but also invest their savings into new businesses, making some of the frontier towns and camps to be practically owned in their entirety by women who entertained men in saloons and brothels.
That was way more than even most successful prospectors and businessmen made [at the time]. Can you tell us about some of these features?
We needed to make sure that the game will suit both types because they are complete opposites of each other. We designed the game systems to allow players to play certain roles—farmers, hunters, miners, and prospectors—engage in a trade and fight.
Overall, we hope that players will find good variety of activities and possibilities to fulfill their playstyle. Will there be dedicated roleplaying servers?
If so, will they have different rules and mechanics from other servers to help deter trolls who want to ruin the roleplaying experience?
We want to give players the ability to run their own instances of the game world and basically define rules of the land.
And give them the ability to enforce those rules—ban players from accessing their servers, kick mischief-makers, etc.
Early in a development we made a conscious decision to focus on a systems-driven, open-world environment instead of story-driven narrative. First and foremost our focus is on a system-driven multiplayer game, where players will create their own stories to share.
During our initial technical alpha tests back in a summer of and our early alpha tests of the fall of we saw very clearly what players demanded and that they wanted to have was some sort of the defined conflict in the game—"Red vs Blue," so to speak.
We added factions as an experiment that proved that it works in general, yet it breaks many of our existing systems—the whole sheriffs vs outlaws gameplay went down the drain, for example.
However, we received an initial positive reaction to the factions, so we went and redesigned the whole system to focus on making sure that our other systems will work with factions.
Players will have to pledge allegiance to one of the families and help them to dominate land. We also allow players to unlock and use more permanent structures, including hideout cabins that allow fast travel.
I think the most well-known, classic example of that idea for most people is Alliance vs Horde in World of Warcraft. How is the faction system in WWO similar to that and how is it different?
For their work, players will be rewarded with money and rare items. And this is our step one.